Re: Forge version 1.5.18
Posted: 12 May 2014, 20:07
Is releasing betas/snapshots something I could be doing as a moderator? I'm usually on the forums, so it's not like I'm not available for it.
High Quality Resources for Collectible Card Games and Home of the CCGHQ Team
https://www.slightlymagic.net/forum/
https://www.slightlymagic.net/forum/viewtopic.php?f=52&t=14308
I'll send a note to Rob and Moomarc, see if I can get the ftp info. I'd gladly host dailies and full releases on my site again until we get back up to full release mode on cardforge.org.KrazyTheFox wrote:I could build and deploy the project if I had the login details to do so, however I don't and Chris hasn't logged in in a week. If anyone's interested in snapshot builds, at least, I got the whole thing working on a Linux virtual machine that handles OSX and Windows/Linux builds.
drdev wrote:I'd like ftp access as well as I've mentioned previously, though I'd prefer to only manage releasing the android app. That said, if I have ftp access, I can always be a backup for pushing out a release.
I haven't received anything yet.Chris H. wrote:@KrazyTheFox: did you get the password/username combo from Rob Cashwalker? It would be nice if we had someone who is able to release both the mac and windows archives at the same time.
friarsol wrote:Any possibility we can get an official release out on Friday?
I could do it if y'all would like; it'd be good to try it out. I don't have the ability to create a stickied forum topic, but I could deploy the builds to include in one.Chris H. wrote:friarsol wrote:Any possibility we can get an official release out on Friday?
I have not yet been able to assemble my complete computer system.
I can execute the snapshot build and deploy goal while booted into the Mavericks OS located on the interior hard drive.
I can only execute the beta build and deploy goal while booted into my exterior USB hard drive. This drive uses an older OS version.
The wall shelving for computer/den room will be installed on May 27 and I may be able to unpack and assemble the rest of my computer system by the 30th.
I haven't read through the whole thread yet, just busy catching up after being out the loop due to a family emergency, but if it's any help, I'm attaching the original renders I made for the counters from my 3d files.KrazyTheFox wrote:Good point. I've got a better idea, though. Anything >= 1000 will become something like "1k", "50k", "125m", "2b". That way you still get a general idea of the number of counters without taking up too much space.friarsol wrote:>999 should be adequate instead of accurate values. (Especially since those values are still available from the CardDetailPanel.)I'm not sure I'll be able to avoid mana colors. The problem with using something like orange to signify +1/+1 counters is that red/orange are "warning" colors—people perceive them as being "problematic". I'd like counters that I (probably) don't want on my things to be clearly marked as such. Blue and green are more "everything's good" colors. The counters should also be easily distinguishable. If I have two things that are orange-ish in color, then when only one of them is on a permanent I control, it'll be harder to identify which one it is.mastroego wrote:If you'll forgive my intrusion in the dev area (I like to see what's in the works), I'd suggest to avoid mana colors.
My current thinking is the following:
- White for Loyalty
- Yellow/Gold for Charges
- Green for + counters
- Red for - counters
- Purple for miscellaneous counters.
Since the counters already in the game are of a lower resolution than I'd like, I've gone ahead and made new ones that I have more control over. Since white is a neutral color that's easily converted to more colors, I made that one first:
It's slightly transparent so you can see a little of the card underneath still, unlike the current counters. This would be the maximum size for the counters—it's easier to scale down than up. Let me know if there's anything you'd like changed.